// Copyright (c) 2009, Michael Patraw
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//     * Redistributions of source code must retain the above copyright
//       notice, this list of conditions and the following disclaimer.
//     * Redistributions in binary form must reproduce the above copyright
//       notice, this list of conditions and the following disclaimer in the
//       documentation and/or other materials provided with the distribution.
//     * The name of Michael Patraw may not be used to endorse or promote 
//       products derived from this software without specific prior written
//       permission.
//
// THIS SOFTWARE IS PROVIDED BY Michael Patraw ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL Michael Patraw BE LIABLE FOR ANY
// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef WORLD_H
#define WORLD_H

#include "animals.h"
#include "commands.h"
#include "items.h"
#include "map.h"
#include "weather.h"

// The world, contains a single map and a player.
class World
{
public:
    World(Map * map, const char * name="Tester");
    virtual ~World();
    
    virtual Map * map();
    virtual void  map(Map * map);
    
    virtual Human * player();
    virtual void    player(Human & hum);
    
    virtual const Time * getTime() const;
    virtual const Weather * getWeather() const;
    
    virtual void update();
    
    virtual bool canMoveTo(int x, int y);
    
    virtual bool moveCommand(Dir d);
    virtual void restCommand();
    virtual void sleepCommand();
    virtual void viewinventoryCommand();
    virtual void viewequippedCommand();
    virtual void pickupCommand();
    virtual void dropCommand();
    virtual void gatherCommand();
    virtual void useCommand();
    virtual void actionCommand();
    
    virtual void createItem(ItemList * list);
    
    virtual bool process(Command cmd);
    
    // Utility function, basically brings brings up a list of items
    // and returns the index the user selected, or -1 if one wasn't selected.
    int selectItem(ItemList * list, const char * head);
protected:
    Map * map_;
    Human player_;
    Time time_;
    Weather weather_;
private:
    World(const World &);
    World & operator =(const World &);
};

#endif // WORLD_H
